Most “AI for Unreal” stops at moving actors. The data model — the enums and structs your systems are built on — you still hand-author in the editor. v1.2 changes that.
Your agent can now create User-Defined enums and structs with real typed fields — including enum, struct and object references, soft references, GameplayTags, and array/set/map containers — plus new Blueprints, Blueprint interfaces, and function/macro libraries.
From description to types
Make an enum EWeaponClass (Melee, Ranged, Thrown). Then a struct FWeaponDef with fields: Name (text), Class (EWeaponClass), Damage (float), Tags (GameplayTagContainer), and Mesh (soft ref to StaticMesh). Save them under /Game/Data.
The agent creates the enum, creates the struct, and adds each field with the correct type via blueprint.create_enum, create_struct, and add_struct_field — leaving you real assets you can use anywhere.
Why typed fields matter
A struct full of strings is useless. The point of v1.2’s type authoring is that fields get their actual UE types — so the enum drives a dropdown, the soft ref resolves to a mesh, and the GameplayTag container validates against your tag tree.
Try it
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